The first Burnout game was such trash, but sequels were so much better. Maybe the same will apply here?
He continues, rejecting the premise of being asked to comment on a competitor's product. "What do you think about IGN dot com? What's missing? What do you think of Game Informer? Javy used to work for them," he says, pointing to one of the public relations people helping Three Fields promote the game. "What do you think of Game Informer? They used to sell millions; what's going on? What do you think? Who's going to win Super Tuesday?"
"I wish I could tell you everything we're going to do, but I can't, because I've got to tell you again in Seattle, haven't I?" Ward says, referencing PAX West. "And you won't come and see me again in Seattle, because I've already told you all about it. But, hey, you need the adverts right? So I understand, I really do."
I loved Dangerous Driving (as well as Criterion's Most Wanted and Hot Pursuit) and I'm really pumped for the followup, but why does the dev sound so standoffish and passive aggressive in that Kotaku interview? It's quite uncomfortable.
Ward has always been like that. He seems like a nightmare to work under IMO.I loved Dangerous Driving (as well as Criterion's Most Wanted and Hot Pursuit) and I'm really pumped for the followup, but why does the dev sound so standoffish and passive aggressive in that Kotaku interview? It's quite uncomfortable.
That has always been the case with Three Fields Entertainment, right back to their first game when they categorally stated that it wasn't possible to implement a instant restart on levels withouth loading them again (especially annoying for that kind of game), but of course later on added it somehow. Or stuff from the first Dangerous Driving with roadside arrows that point in the exact wrong direction on some turns because "that's how it is in real life roads, too" or something like that - maybe, but your game isn't exactly a simulation either, isn't it?
Their whole way of doing PR is strange as well, gating new information behind a semi-secret feeling mailing list most of the time doesn't strike me as the best way to get people to notice you.
"most people have never heard of us, because we are seven people" - maybe, but e.g. Thomas Happ is one person and also didn't have some pre-advantage like "being the creators of a much-loves arcade-racing series", yet somehow managed to become known to a decent amount of people with his first game. Sorry, but that point doesn't work in your favour.
Ward has always been like that. He seems like a nightmare to work under IMO.
Ward has an incredibly huge head. Granted he's done a lot for the genre but games are made by teams, not individuals.
I remember in an interview once he refused to answer the question of what makes a good NFS because he wanted to be paid for the answer. His newer games are nothing to write home about.
I might be misremembering, but NFS HP 2010 only had closed circuit. The "open world" aspect was only in map for, you couldn't really free-roam.
This claims to be both NFS HP and Most Wanted. Or both Burnout 3 and Paradise, combined.
I might be misremembering, but NFS HP 2010 only had closed circuit. The "open world" aspect was only in map for, you couldn't really free-roam.
This claims to be both NFS HP and Most Wanted. Or both Burnout 3 and Paradise, combined.
It's more like he thinks he's the absolute master at game design and if you even slightly poise a thought that remotely questions that he will get super pissed.It just makes me not want to support somebody who acts in such a strangely passive aggressive manner. Like, did he have beef with Kotaku or something?
I'll pick up Dangerous Driving 2 but it'll be to support the others at the studio rather than this guy.
Granted, I haven't played that game in maybe 7 years, but I don't think I ever knew that. And I got like 80% through it. Crazy.
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